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/vr/ - Retro Games

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>> No.1898018 [View]
File: 191 KB, 361x361, Doomguy in 20 years.png [View same] [iqdb] [saucenao] [google]
1898018

>>1897997
And when I use godmode? SEGFAULT!

...Well FUCK YOU TOO GZDOOM

>> No.1596313 [View]
File: 191 KB, 361x361, 1315900604206.png [View same] [iqdb] [saucenao] [google]
1596313

Any advice on a remix of Underhalls I'm making?

In fact on "re imagining" in general?

I want the players first thoughts to be "Oh this is like Underhalls" but I don't want it to turn into "This is a carbon copy of Underhalls".

I'm also wanting to up the challenge a bit.

>> No.1281152 [View]
File: 191 KB, 361x361, aged_wb20110913025459167961.png [View same] [iqdb] [saucenao] [google]
1281152

>>1281129
>>1281130
Yeah there's some implication they're related, in the same vein the cyberdemon is the demon killed by BJ and the cybernetic parts are the bits lost in it's battle with BJ. THAT however, is the story of the Wallenstein RPG so it may be different.

Though Romero states Doomguy is supposed to be the player others say Buddy Dacote, or Flyn or who the hell ever.
Then in the Final Dooms it may be a different character as well.

>> No.1252324 [View]
File: 191 KB, 361x361, aged_wb20110913025403445708.png [View same] [iqdb] [saucenao] [google]
1252324

>>1252157
Just played it again, I can sort of see what you mean. You're referring to the tight corridors, dodging projectiles as you progressively go up the mountain?
That was hectic.

>>1252163
That's what I was thinking my main hurdle was, the fights. Well that and gun progression, because it's 1 map (and not mega long) I was wondering how to give the player more guns, just an armory at the start?

>>1252164
I just played level 29 again, i'll check UTNT later. 29 is even more linear than I think my level will be but you're right, those were good fights if a tad extreme for my tastes (but it's HR, man).

The fights are the most important though, shitty looking maps can always be forgiven if the fights are fun but never the other way around. I'll do some more guide reading and lurking here on monster usage.

>>1252234
>Linearity isn't inherently bad, it's just that a lot of modern games are linear in a BAD way.

I see what you mean, I've heard this said a few other times and I'd agree I sort of "know it when I see it".
Not asking you to be totally objectively quantifying here but are there any examples that come to mind of "linear done well/done shit".
Mistakes I can sort of just avoid making in the first place.

>> No.650324 [View]
File: 191 KB, 361x361, 1363679436416.png [View same] [iqdb] [saucenao] [google]
650324

What's the best way to get a LAN game going? I know how to set one up, but the method I'm using is really clunky and awkward to set up.

>> No.528971 [View]
File: 191 KB, 361x361, 1363679436416.png [View same] [iqdb] [saucenao] [google]
528971

>>528935
B-But I already played a fair share of Samsara,in fact I eventually plan to make a fan trailer of it, if I ever get around to it.

>>528938
His fists look weird on a high resolution

>>528943
I'll try this out, then. Still, what class?

>> No.463861 [View]
File: 191 KB, 361x361, 1363679436416.png [View same] [iqdb] [saucenao] [google]
463861

Is there a way to play Samarsa on Zandronum without needing to use ZDL to load up multiplayer maps alongside it?

Want to use OpenGL damn it

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